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Still fixing up some of the more egregious T1 textures, where the colours were totally wrong before.

Are there any artists still around and interested in contributing to this?

I'd especially like to see someone who could do a decent job of some of the basic loot items, the ones in the EP look far too different to the originals, and I could never quite manage to make replacements that looked close enough

I'd especially like to see someone who could do a decent job of some of the basic loot items, the ones in the EP look far too different to the originals, and I could never quite manage to make replacements that looked close enough

I can try to rework some of the items. I would give it a try.
Maybe I can do one item and if it's to your liking, I can do more.

One point I should make regarding models for the EP is that I always try to keep the UV mapping as close to the original as possible, if I can.
Ideally, it should be possible to use the new model with the old textures.
The reasoning behind that is for FMs that use custom skins for objects but don't include the object itself. If the EP model uses the same texture names and UV mappings, then the custom texture will apply to the new model and at mostly work, instead of completely overriding the custom asset from the mission.

Here are three of the simple treasure models - the gold candle, one of the gold goblets, and one of the gold vases.
A little tricky because all three of them use the same texture, which ideally they should continue to do if possible.

Note that the same models are also in Thief 2, unchanged.

The bin to 3ds conversion tools aren't perfect, so some of the detail (especially UV mapping) might be a bit wrong.

Here are three of the simple treasure models - the gold candle, one of the gold goblets, and one of the gold vases.
A little tricky because all three of them use the same texture, which ideally they should continue to do if possible.

Note that the same models are also in Thief 2, unchanged.

The bin to 3ds conversion tools aren't perfect, so some of the detail (especially UV mapping) might be a bit wrong.

I work with Blender. As far as I can say, the .bin importer works good. Even though the top faces of the crate were badly unwrapped. But it's not that noticable with the old texture resolution. Don't know, if this is an import error, but I don't think so. I tweaked the uv map to look kind of good with the new texture.

Is it ok to add some geometry to make round things here and there ?

Edit: I think it's better to use the original .bin. The candle seems to be a little messed up.

That crate looks good, though I'm looking at the image on my phone and so can't fully appreciate the detail right now.

Some points:
The original crate is full of hammers, the new one appears to be full of ore or stones.
The textures should probably be a little lighter, to closer match the original's highlights
Yes, you new models can have far more polygons to make things rounder and more detailed. Just try to stick close to the original vision for the object, and as mentioned before, try to keep the same UV mapping if possible. The current EP crate (which I did want to rework, as it's too different from the original) has inset panels.

If you're using the Blender importer and that works mote reliable than Shadowspawn's bin to 3ds tools, then I'd recommend using that.

Squadarofl recommended a great book, 'Nightmares in the Sky', which iD Software/Looking Glass Studios used for texture inspiration.
There's a good selection of Thief source textures in here, terrain (above texture) and object. I'm going to be working on a few of these, hopefully with some decent results. The book is available secondhand on Amazon for around $11/10 Euro approx.
This texture doesn't feature heavily in this form, but it does appear combined with other textures throughout the basement texture family.

Hello everyone, I have collected many many textures (300+) from NV's List.
*Some I made from scratch / based on related textures that were already there
*Some improved version of textures in the thread
*Some replacements with more accurate textures
*Added duplicate textures in other families if the texture was existing elsewhere
*Scavanged some of the other HD mods for some useful textures that were not yet discovered for the EP.
*Did also some minor corrections to some object textures
Etc...
If the majority of my textures makes the cut, many families should be complete (with some stray textures)...
I tried to be as accurate as possible.

I wanted to post some examples here. =)
(Including the long overdue rotten crate!)

Now I gotta do some testing and tweaking with feedback (especially in the color hue). Any help appreciated!

I played around with random grunges a bit to get Turq128e from Metals family. I would like to check the result in game. The problem is that I have no idea where this texture is located. Now I am replaying Thief Gold, but I never met it, probably I missed it.

Note - you can also right click on a texture in the Texture Palette dialog and go for 'Hightlight Brushes Using', except that it works only on direct assignments. In this mission, that texture is assigned as default texture on a brush (so the id shows as -1). I thought New Dark could do better than that...